forked from suyu/suyu
yuzu/multiplayer: Warn when game is running or no network interface is selected
This commit is contained in:
parent
339758c9fc
commit
2b6ac4463c
11 changed files with 81 additions and 19 deletions
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@ -860,7 +860,7 @@ void GMainWindow::InitializeWidgets() {
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});
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multiplayer_state = new MultiplayerState(this, game_list->GetModel(), ui->action_Leave_Room,
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ui->action_Show_Room, system->GetRoomNetwork());
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ui->action_Show_Room, *system);
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multiplayer_state->setVisible(false);
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// Create status bar
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@ -8,6 +8,7 @@
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#include <QString>
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#include <QtConcurrent/QtConcurrentRun>
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#include "common/settings.h"
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#include "core/internal_network/network_interface.h"
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#include "network/network.h"
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#include "ui_direct_connect.h"
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#include "yuzu/main.h"
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@ -20,9 +21,10 @@
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enum class ConnectionType : u8 { TraversalServer, IP };
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DirectConnectWindow::DirectConnectWindow(Network::RoomNetwork& room_network_, QWidget* parent)
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DirectConnectWindow::DirectConnectWindow(Core::System& system_, QWidget* parent)
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: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
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ui(std::make_unique<Ui::DirectConnect>()), room_network{room_network_} {
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ui(std::make_unique<Ui::DirectConnect>()), system{system_}, room_network{
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system.GetRoomNetwork()} {
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ui->setupUi(this);
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@ -53,10 +55,20 @@ void DirectConnectWindow::RetranslateUi() {
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}
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void DirectConnectWindow::Connect() {
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if (!Network::GetSelectedNetworkInterface()) {
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
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return;
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}
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if (!ui->nickname->hasAcceptableInput()) {
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
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return;
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}
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if (system.IsPoweredOn()) {
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if (!NetworkMessage::WarnGameRunning()) {
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return;
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}
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}
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if (const auto member = room_network.GetRoomMember().lock()) {
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// Prevent the user from trying to join a room while they are already joining.
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if (member->GetState() == Network::RoomMember::State::Joining) {
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@ -6,6 +6,7 @@
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#include <memory>
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#include <QDialog>
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#include <QFutureWatcher>
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#include "core/core.h"
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#include "yuzu/multiplayer/validation.h"
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namespace Ui {
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@ -16,7 +17,7 @@ class DirectConnectWindow : public QDialog {
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Q_OBJECT
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public:
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explicit DirectConnectWindow(Network::RoomNetwork& room_network_, QWidget* parent = nullptr);
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explicit DirectConnectWindow(Core::System& system_, QWidget* parent = nullptr);
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~DirectConnectWindow();
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void RetranslateUi();
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@ -39,5 +40,6 @@ private:
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QFutureWatcher<void>* watcher;
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std::unique_ptr<Ui::DirectConnect> ui;
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Validation validation;
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Core::System& system;
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Network::RoomNetwork& room_network;
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};
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@ -12,6 +12,7 @@
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#include <QtConcurrent/QtConcurrentRun>
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "core/internal_network/network_interface.h"
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#include "network/announce_multiplayer_session.h"
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#include "ui_host_room.h"
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#include "yuzu/game_list_p.h"
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@ -27,10 +28,11 @@
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HostRoomWindow::HostRoomWindow(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session,
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Network::RoomNetwork& room_network_)
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Core::System& system_)
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: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
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ui(std::make_unique<Ui::HostRoom>()),
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announce_multiplayer_session(session), room_network{room_network_} {
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announce_multiplayer_session(session), system{system_}, room_network{
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system.GetRoomNetwork()} {
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ui->setupUi(this);
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// set up validation for all of the fields
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@ -105,6 +107,11 @@ std::unique_ptr<Network::VerifyUser::Backend> HostRoomWindow::CreateVerifyBacken
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}
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void HostRoomWindow::Host() {
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if (!Network::GetSelectedNetworkInterface()) {
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
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return;
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}
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if (!ui->username->hasAcceptableInput()) {
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
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return;
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@ -121,6 +128,11 @@ void HostRoomWindow::Host() {
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::GAME_NOT_SELECTED);
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return;
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}
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if (system.IsPoweredOn()) {
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if (!NetworkMessage::WarnGameRunning()) {
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return;
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}
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}
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if (auto member = room_network.GetRoomMember().lock()) {
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if (member->GetState() == Network::RoomMember::State::Joining) {
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return;
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@ -8,6 +8,7 @@
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#include <QSortFilterProxyModel>
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#include <QStandardItemModel>
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#include <QVariant>
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#include "core/core.h"
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#include "network/network.h"
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#include "yuzu/multiplayer/chat_room.h"
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#include "yuzu/multiplayer/validation.h"
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@ -35,7 +36,7 @@ class HostRoomWindow : public QDialog {
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public:
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explicit HostRoomWindow(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session,
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Network::RoomNetwork& room_network_);
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Core::System& system_);
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~HostRoomWindow();
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/**
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@ -54,6 +55,7 @@ private:
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QStandardItemModel* game_list;
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ComboBoxProxyModel* proxy;
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Validation validation;
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Core::System& system;
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Network::RoomNetwork& room_network;
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};
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@ -6,6 +6,7 @@
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#include <QtConcurrent/QtConcurrentRun>
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "core/internal_network/network_interface.h"
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#include "network/network.h"
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#include "ui_lobby.h"
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#include "yuzu/game_list_p.h"
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@ -22,11 +23,11 @@
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#endif
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Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session,
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Network::RoomNetwork& room_network_)
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std::shared_ptr<Core::AnnounceMultiplayerSession> session, Core::System& system_)
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: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
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ui(std::make_unique<Ui::Lobby>()),
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announce_multiplayer_session(session), room_network{room_network_} {
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announce_multiplayer_session(session), system{system_}, room_network{
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system.GetRoomNetwork()} {
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ui->setupUi(this);
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// setup the watcher for background connections
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@ -114,6 +115,18 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
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}
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void Lobby::OnJoinRoom(const QModelIndex& source) {
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if (!Network::GetSelectedNetworkInterface()) {
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
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return;
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}
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if (system.IsPoweredOn()) {
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if (!NetworkMessage::WarnGameRunning()) {
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return;
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}
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}
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if (const auto member = room_network.GetRoomMember().lock()) {
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// Prevent the user from trying to join a room while they are already joining.
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if (member->GetState() == Network::RoomMember::State::Joining) {
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@ -9,6 +9,7 @@
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#include <QSortFilterProxyModel>
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#include <QStandardItemModel>
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#include "common/announce_multiplayer_room.h"
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#include "core/core.h"
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#include "network/announce_multiplayer_session.h"
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#include "network/network.h"
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#include "yuzu/multiplayer/validation.h"
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@ -30,7 +31,7 @@ class Lobby : public QDialog {
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public:
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explicit Lobby(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session,
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Network::RoomNetwork& room_network_);
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Core::System& system_);
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~Lobby() override;
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/**
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@ -94,6 +95,7 @@ private:
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std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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QFutureWatcher<void>* watcher;
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Validation validation;
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Core::System& system;
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Network::RoomNetwork& room_network;
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};
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@ -49,6 +49,9 @@ const ConnectionError ErrorManager::PERMISSION_DENIED(
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QT_TR_NOOP("You do not have enough permission to perform this action."));
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const ConnectionError ErrorManager::NO_SUCH_USER(QT_TR_NOOP(
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"The user you are trying to kick/ban could not be found.\nThey may have left the room."));
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const ConnectionError ErrorManager::NO_INTERFACE_SELECTED(
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QT_TR_NOOP("No network interface is selected.\nPlease go to Configure -> System -> Network and "
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"make a selection."));
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static bool WarnMessage(const std::string& title, const std::string& text) {
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return QMessageBox::Ok == QMessageBox::warning(nullptr, QObject::tr(title.c_str()),
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@ -60,6 +63,13 @@ void ErrorManager::ShowError(const ConnectionError& e) {
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QMessageBox::critical(nullptr, tr("Error"), tr(e.GetString().c_str()));
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}
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bool WarnGameRunning() {
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return WarnMessage(
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QT_TR_NOOP("Game already running"),
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QT_TR_NOOP("Joining a room when the game is already running is discouraged "
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"and can cause the room feature not to work correctly.\nProceed anyway?"));
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}
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bool WarnCloseRoom() {
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return WarnMessage(
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QT_TR_NOOP("Leave Room"),
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@ -43,11 +43,20 @@ public:
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static const ConnectionError IP_COLLISION;
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static const ConnectionError PERMISSION_DENIED;
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static const ConnectionError NO_SUCH_USER;
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static const ConnectionError NO_INTERFACE_SELECTED;
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/**
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* Shows a standard QMessageBox with a error message
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*/
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static void ShowError(const ConnectionError& e);
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};
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/**
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* Show a standard QMessageBox with a warning message about joining a room when
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* the game is already running
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* return true if the user wants to close the network connection
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*/
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bool WarnGameRunning();
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/**
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* Show a standard QMessageBox with a warning message about leaving the room
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* return true if the user wants to close the network connection
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@ -19,10 +19,9 @@
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#include "yuzu/util/clickable_label.h"
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MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_,
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QAction* leave_room_, QAction* show_room_,
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Network::RoomNetwork& room_network_)
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QAction* leave_room_, QAction* show_room_, Core::System& system_)
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: QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_),
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show_room(show_room_), room_network{room_network_} {
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show_room(show_room_), system{system_}, room_network{system.GetRoomNetwork()} {
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if (auto member = room_network.GetRoomMember().lock()) {
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// register the network structs to use in slots and signals
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state_callback_handle = member->BindOnStateChanged(
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@ -208,15 +207,14 @@ static void BringWidgetToFront(QWidget* widget) {
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void MultiplayerState::OnViewLobby() {
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if (lobby == nullptr) {
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lobby = new Lobby(this, game_list_model, announce_multiplayer_session, room_network);
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lobby = new Lobby(this, game_list_model, announce_multiplayer_session, system);
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}
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BringWidgetToFront(lobby);
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}
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void MultiplayerState::OnCreateRoom() {
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if (host_room == nullptr) {
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host_room =
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new HostRoomWindow(this, game_list_model, announce_multiplayer_session, room_network);
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host_room = new HostRoomWindow(this, game_list_model, announce_multiplayer_session, system);
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}
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BringWidgetToFront(host_room);
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}
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@ -279,7 +277,7 @@ void MultiplayerState::OnOpenNetworkRoom() {
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void MultiplayerState::OnDirectConnectToRoom() {
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if (direct_connect == nullptr) {
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direct_connect = new DirectConnectWindow(room_network, this);
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direct_connect = new DirectConnectWindow(system, this);
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}
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BringWidgetToFront(direct_connect);
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}
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@ -4,6 +4,7 @@
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#pragma once
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#include <QWidget>
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#include "core/core.h"
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#include "network/announce_multiplayer_session.h"
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#include "network/network.h"
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@ -19,7 +20,7 @@ class MultiplayerState : public QWidget {
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public:
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explicit MultiplayerState(QWidget* parent, QStandardItemModel* game_list, QAction* leave_room,
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QAction* show_room, Network::RoomNetwork& room_network_);
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QAction* show_room, Core::System& system_);
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~MultiplayerState();
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/**
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@ -86,6 +87,7 @@ private:
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Network::RoomMember::CallbackHandle<Network::RoomMember::Error> error_callback_handle;
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bool show_notification = false;
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Core::System& system;
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Network::RoomNetwork& room_network;
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};
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